living-together/source/GLRender/GLShader.ts
2022-02-10 16:32:40 +08:00

176 lines
4.4 KiB
TypeScript

import { EventType } from "@Model/Emitter";
import { GLContextObject } from "./GLContext"
type IAnyObject = Record<string, any>;
/**
* Shader类
*/
abstract class GLShader<
A extends IAnyObject = {},
U extends IAnyObject = {},
E extends Record<EventType, any> = {}
> extends GLContextObject<E> {
/**
* 顶点着色器源码
*/
protected vertexShaderSource:string = "";
/**
* 片段着色器源代码
*/
protected fragmentShaderSource:string = "";
/**
* 顶点着色器
*/
protected vertexShader: WebGLShader | null = null;
/**
* 片段着色器
*/
protected fragmentShader: WebGLShader | null = null;
/**
* 程序
*/
protected program: WebGLProgram | null = null;
/**
* 设置源代码
*/
protected setSource(vert:string, frag:string){
this.vertexShaderSource = vert.replace(/^\s+/, "");
this.fragmentShaderSource = frag.replace(/^\s+/, "");
return this;
}
/**
* 编译
*/
protected compile() {
// 创建程序
this.program = this.gl.createProgram();
// 创建顶点着色器
this.vertexShader = this.gl.createShader(this.gl.VERTEX_SHADER);
// 创建片段着色器
this.fragmentShader = this.gl.createShader(this.gl.FRAGMENT_SHADER);
// 绑定源代码
this.gl.shaderSource(this.vertexShader!, this.vertexShaderSource);
this.gl.shaderSource(this.fragmentShader!, this.fragmentShaderSource);
// 编译
this.gl.compileShader(this.vertexShader!);
this.gl.compileShader(this.fragmentShader!);
// 检测编译错误
if(!this.gl.getShaderParameter(this.vertexShader!, this.gl.COMPILE_STATUS)){
return console.error("vertex:\r\n" + this.gl.getShaderInfoLog(this.vertexShader!));
}
if(!this.gl.getShaderParameter(this.fragmentShader!, this.gl.COMPILE_STATUS)){
return console.error("fragment:\r\n" + this.gl.getShaderInfoLog(this.fragmentShader!));
}
// 附加到程序
this.gl.attachShader(this.program!, this.vertexShader!);
this.gl.attachShader(this.program!, this.fragmentShader!);
// 连接程序
this.gl.linkProgram(this.program!);
// 检测链接错误
if(!this.gl.getProgramParameter(this.program!, this.gl.LINK_STATUS)){
return console.error("link:\r\n" + this.gl.getProgramInfoLog(this.program!));
}
console.log("shader compile success");
return this;
}
/**
* attrib 位置缓存
*/
private attribLocationCache: Map<string, GLint> = new Map();
/**
* attrib 位置缓存
*/
private uniformLocationCache: Map<string, WebGLUniformLocation> = new Map();
/**
* 获取 attribLocation
*/
public attribLocate<T extends keyof A>(attr: T){
// 获取缓存
let cache = this.attribLocationCache.get(attr as string);
// 缓存搜索
if (cache === undefined || cache <= -1){
cache = this.gl.getAttribLocation(this.program!, attr as string);
if (cache === undefined || cache <= -1) {
console.error("Attrib: can not get locate of " + attr);
} else {
this.gl.enableVertexAttribArray(cache);
}
this.attribLocationCache.set(attr as string, cache);
return cache;
}
// 搜索到返回
else {
this.gl.enableVertexAttribArray(cache);
return cache
}
}
/**
* 获取 attribLocation
*/
public uniformLocate<T extends keyof U>(uni: T) {
// 获取缓存
let cache: WebGLUniformLocation | null = this.uniformLocationCache.get(uni as string) as any;
if (cache === undefined) cache = null;
// 缓存搜索
if (!cache) {
cache = this.gl.getUniformLocation(this.program!, uni as string);
if (!cache) console.error("Uniform: can not get locate of " + uni);
this.uniformLocationCache.set(uni as string, cache as any);
return cache;
}
// 搜索到返回
else return cache;
}
/**
* 使用程序
*/
public use(){
this.gl.useProgram(this.program);
return this;
}
}
export default GLShader;
export { GLShader };